Turmaris Covenant, off the Island of Skye, in the Loch Leglean Tribunal in 1030 (saga started in 1020). Defenses are weak, but being on an island helps. Faerie allies live in the sea nearby, libraries were sparse when we got here, but some scribing has helped. We've got quite a lot of vis supplies. An enemy covenant resides in the outer Hebrides. Covenant is currently in Summer. The fog blows out from the shore in the early morning hours, and the only reason one knows that one isn't alone is the sound of men shouting to one another as the fishing boats move out into Loch Brochdale (modern Braccadale). As the wind picks up and lifts the fog, a dozen or so boats are revealed in the bay, each with two or three men aboard. Most come from the small villages that eke out a living on the shores of the Loch, but a few will return that night to the island of the wizards... The island is a large one, and serves to block the worst of the ocean currents from eroding the Loch further. A mile long curve, it is nearly three quarters of a mile wide at its thickest point. On the inside of this curve lies the collection of stone huts and buildings to which the fishermen will return come nightfall. A Norse-style merchant vessel is pulled up on shore here, and a few women and older men move about on shore mending nets and performing other duties. Children occasionally dart from behind buildings, playing complex games with rules that constantly change. Two well-worn tracks lead away from the village on the shore. The northernmost runs straight to the northwest, traveling about a quarter of a mile to another small collection of dry-stone hovels. Here reside the craftsmen and gardeners of the island. Several people can be seen among them on days without rain, chatting as they carry bundles to the fishing village or to the main covenant, or chastising the children who often play pranks among the houses and animal pens here. A path from this place runs along large gardens and a field of barley and rye toward the larger stone buildings to the south. The second track from the fishing village also leads to this set of buildings, following a small stream part of the way. The island slopes away gradually upward here, and several large structures perch below the crest of the rise. It is here that the magi carry on their obscure and mystical business. A troop of heavily armed men and women drill in the open area in front of the largest building, from which the scents of a large dinner are beginning to drift. Several other buildings here house laboratories and residences for the magi whom all on this island serve. From this center of activity, yet another path runs, up to the crest of the hill, and along it even higher to a tall tower of blackened stone that provides a view out to sea. On clear days, one can see all of the villages along the shore from here, and ships at sea can be sighted more than an hour before their arrival. This is the tower from which Turris Maris takes its name. People of Turmaris: The Magi (note that only Marriana is an NPC) Marriana, maga of House Verditius, Dictator of the covenant. Marriana was present at the founding of Turmaris, and is the sole remaining founder. When all of the other magi at the covenant died or passed into final twilight, Marriana decided to bring new members to reside there. She rewrote the charter of the covenant to give herself veto power over all actions at the covenant, and sent out a call to young magi. She has been pleased with the group so far, and has returned to her researches, avoiding confrontations in council that might weaken her power. Tomas d'Arten, magus of House Bonisagus. Tomas left Windsong covenant shortly after the Schism War, when the covenant began to have problems with the dark powers of Hell. He has continued his researches into pure Ignem and Aquam, and has recently discovered the destructive power which such arts can provide. Some other members of the covenant have taken to calling him the Flambeau Bonisagus behind his back... Tomas has been out of apprenticeship for 37 years. Zilia Ribley, maga Ex Miscelanea. Zilia, a Magyar-raised maga, has always been more attuned to the ways of nature than most. She has been concentrating her researches on bringing trees to awareness and motility recently. She has been out of apprenticeship for about 27 years. Corson Remi, magus of House Tremere. Corson does not have his sigil yet, and his pater resides in the Normandy Tribunal. His first goal is to get his sigil, but he strives for power in other ways as well. A Mentem specialist, he has recently turned his thoughts to manipulation of ghosts and spirits. He has been out of apprenticeship for 10 years. Ian McPherson, magus of House Tytalus. All of life is images and senses to Ian. His mastery of Imagonem magics has made him more and more eery in recent years. The other magi respect him, but few really trust him... He has been out of apprenticeship for 10 years. Maegar, magus of House Tremere. Maegar is a warrior magus, and has gained a somewhat bloodthirsty reputation as a result. The other magi don't think that they respect Maegar, but he has gradually gained a great deal of influence over the direction that the covenant's future follows. His driving goal to force the Norse out of Scotland often makes him seem a caricature. He has been out of apprenticeship for 10 years. Eileen, maga of House Merinita. Always ready for an adventure if it promises some fun, Eileen is the quirkiest member of the covenant. Part underwater faerie, she is currently planning on getting closer ties with the denizens of the Minsch [the strait between Skye and the Outer Hebrides]. She has been out of apprenticeship for 10 years. Dolph, magus of House Bjornaer. Dolph [I didn't choose the name] has the Heartbeasts of a gull and a dolphin. He has only been at the covenant for a brief time, but has already managed to get himself nearly killed. Perhaps in the future he will learn some restraint and wisdom. He has been out of apprenticeship for nearly 4 years. Companions: Aaron - itinerant weaver woman, adept in many languages, aging. Constans - taciturn farmer, good with plants. Kieran MacAllen - Captain of the merchant ship, leader of the naves grogs. John-Roy, the Black Hand of Inverness - infamous rogue, sneak, thief and a fighter who recognizes the 'better part of valour.' Ragnar - chieftain of some Norse raiders who live on South Uist. Wells Laughlan - Captain of the elite grogs, the custodes.